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kiki
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need advice on integrating .t3d file support in c++ engine
hey, been stuck trying to figure out how to get .t3d file support working in our custom game engine, which is all written in c++. it's turning out to be a lot trickier than expected and i'm kinda hitting a wall here. the documentation on .t3d itself is pretty much nonexistent and what's out there is either outdated or too vague to be of any real use. i've tried a few things based on general file parsing logic in c++ but keep running into issues with either reading the files correctly or integrating the data into the engine in a way that actually works. it feels like i'm missing something fundamental but can't pin down what it is. has anyone here gone through this process before or has any experience with .t3d files? i could really use some advice on how to approach this, or even just some resources that explain the format in detail. also, if there are any common pitfalls or things to watch out for when adding new file format support to a game engine, i'd appreciate the heads up. thanks in advance for any help, feeling pretty stuck and any guidance would be a huge help.

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